Jump to content

Search the Community

Showing results for tags 'Overhaul'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 7 Days to Die - PC
    • News & Announcements
    • General Discussion
    • Pimp Dreams
    • Images and Videos
    • The Pimps Talk
    • Multiplayer
    • General Support
    • Game Modification
    • Channels
  • 7 Days to Die - Console
    • General Discussion
    • Multiplayer
    • News & Announcements

Product Groups

There are no results to display.


  • Bug Pool
  • Under Review
  • Mac Under Review
  • Linux: Under Review
  • Confirmed
  • Fixed
  • Not a Bug
  • Incomplete Reports
  • Duplicate
  • Work in Progress
  • Can not reproduce

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me




  1. Welcome to Resident Evil: Reimagined! Have you got what it takes to go back to where it all began? Enter the Survival Horror! The Spencer Mansion Incident is a 7 Days to Die overhaul mod that plays a LOT more like Resident Evil than it does 7 Days to Die, with an end goal to aim for, escape. KNOWN BUGS: 1) Clicking 'Equip' on an item in your main inventory - You will get an infinite wall of red text, to stop it, move an item from your toolbelt or into your toolbelt. DO NOT ALT+F4 AS YOUR CHARACTER WILL RESET! 2) (The Linked Vault Storage is disabled by default due to bugs) In Multiplayer, when accessing an Untouched Vault, *ALL* players need to open the Untouched Vault *BEFORE* anyone adds or removes items. Otherwise, ITEMS WILL DISAPPEAR!!! 3) (The Linked Vault Storage is disabled by default due to bugs) Unconfirmed on what the cause is, it may be due to trying to load into the game while you're not logged into steam, or playing a different save, vanilla or another mod. The entire contents of 'The Vault' can get deleted. My advice is to commit to a playthrough before playing other 7 Days to Die playthroughs elsewhere. Setup: 1) I've made setup easy to follow by making the text orange for all settings you'll need to manually change for the intended Resident Evil experience. 2) It will always be night, so be sure to change the Zombie Night Speed to your liking. (Walk is recommended) 3) If your game is in day time, you'll die a horrible death! **IMPORTANT** PLEASE NOTE: 1) The Spencer Mansion Incident is a *PERMADEATH* mod, and will test your combat and maneuverability skills. 2) Multiplayer is now supported!!! So go have fun with a friend! 3) Twitch Integration is now supported!! I recommend to use only after completing the challenge before turning on. KEY FEATURES: 1) Limited Inventory: You'll be restricted to a 6 slot toolbelt and 6 slots of main inventory. 2) Reworked and rebalanced Skill Tree: There are no attribute requirements for skills, so you'll be free to put your skill points wherever you wish as long as you have enough points. 3) You cannot jump. 4) Zombie Pain: Zombies no longer feel pain, so they won't even flinch when attacked. 5) Zombie Rage: Disabled, zombies will never enter rage mode and get faster. 6) One Time Looting: Almost every loot container can only be looted once, and will downgrade or destroy after closing. 7) Linked Storage (disabled by default due to bugs): You'll be able to access your stored items from any of the storage boxes. (Huge thank you to wOOkie nOOkie!!) 😎 Simplified Criticals: I've removed the severe critical injuries (Broken arm/leg etc) and shortened the duration of fatigue. You can still get lessor criticals, like sprains, fatigue, stun and abrasions. (Falling too far will still break your leg!) PLANNED FEATURE: Manual Saving: Auto saving will be disabled and you'll need to use an Ink Ribbon to save your progress. You'll have to manually save BEFORE you exit your game session. Ink Ribbons will be very limited, and will allow you to continue your save if you die, by simply exiting the game and reloading your save to revert back to your last manual save. Manual Download - https://github.com/Frantic-Dan/Spencer-Mansion-Incident---Resident-Evil Also available on the Mod Launcher 7 Days to Die Forum Thread - https://community.7daystodie.com/topic/27467-the-spencer-mansion-incident-resident-evil-a201/ Discord - https://discord.gg/4A5MF8GHM5 Info Spreadsheet (spoilers) - https://docs.google.com/spreadsheets/d/1Tqa0JeUROVYSJv0rxZ2YRkOFY4njxbUISr7dm96D83s/edit#gid=0 List of Character Perks - https://docs.google.com/spreadsheets/d/1iuVP-4PKLAQmtRivr3wS2mXJ8hcvMuXvgR7V2tbfIlA/edit#gid=0 Update v2.0 changes *Requires a Fresh New Game* - Changed: You now start with 12 perk points, instead of 2, in the form of Training Manuals. Choose your points wisely, as there are no refunds and no extras for the entire playthrough. - Changed: Perks are rebalanced, and each level now costs 1 Training Manual. Before, some perks cost 2 points. - Changed: All attributes are only 1 level, granting 250% headshot damage and 15% bonus to dismember. - Changed: You now start with 120 Health and Stamina instead of 100. - Changed: Power Attacks no longer pause stamina regeneration. - Removed: Demolitions Expert perk. - Added: Armour Tolerance perk. This perk does what Pain Tolerance used to do, but now also reduces the stamina and mobility penalties of armour. - Changed: Pain Tolerance now works like in vanilla, but slightly more potent. (TFP fixed a bug recently so this perk works as intended now) - Removed: Gloves, there are now 4 pieces of armour instead of 5. - Changed: Rebalanced the armour rating of all armour to compensate the loss of the gloves piece. - Changed: Rebalanced ammo crafting with the Reloading Tool, the amount of gunpowder to craft each round is equivilant to the firepower of that round. - Changed: Reloading Tool now stacks to 10 instead of 1, so ammo crafting is less tedious than before. - Added: Reloading Tool can now also allow you to dismantle standard ammo, at a cost of 25% gunpowder. (Requires Reloading Tool on you to dismantle) - Changed: Moved one of the Locked Reinforced chests to an earlier section of the mod for earlier access. - Changed: Removed campfire recipe and added campfires in most locations with a Storage Box. Includes the kitchen. - Added: Placed a Blue Herb in each of the mansion's Save Rooms. - Changed: Poison is now more deadly, lowering health every 30 seconds instead of 50. - Removed: You no longer get XP from harvesting anything, or reading books. XP is mostly earned from kills. - Changed: Player Level and Gamestage is solely used for Twitch Integration and mod progression, no perk points. - Changed: Herbs heal more, up to 60 with a mixture of G+R+B. This mixture used to heal 40. - Changed: Medical healing recovers health at 5 per tick instead of 2. - Changed: Nerfed the firepower of the AK-47 from 42 Standard and 56 HiPower, to 24 Standard and 30 HiPower. - Added: Another 60 rounds of Assault Rifle ammo, bringing the total non-crafted amount from 90 to 150. - Changed: Extra 2 Player support, some looted items now come in doubles. - Fixed: Rockets now cause radius damage instead of just impact damage. Displayed value applies to both, so direct hits are double the displayed value. - Changed: Makeshift Mines and Grenades deal an extra 25% more damage. - Changed: Difficulty rebalanced, higher difficulties now increase Enemy HP instead of reducing the players damage inflicted to enemies. Weapons, Armour, Recovery Items and Hostiles: Weapons: Survival Knife Regular Attack : 12 Power Attack : 24 Block Damage : 30 Regular Stamina : 18 Power Stamina : 36 Attack Speed : 60/minute Entity Range : 2.1 metres Leather Knuckle Wraps (Toolbelt slots 7 8 9 0) Regular Attack : 8 Power Attack : 16 Block damage : 24 Regular Stamina : 12 Power Stamina : 24 Attack Speed : 80/minute Entity Range : 2.1 metres S.T.A.R.S Handgun Regular Damage : 36 HiPower Damage : 45 Magazine Size : 15 rounds Firing Rate : 90/minute (150 with Samurai Edge Parts) Reload Time : ~3.5 seconds Pump Shotgun Regular Damage : 12 x 10 pellets HiPower Damage : 150 Tube Size : 6 rounds (10 with Assault Shotgun Parts) Firing Rate : 45/minute (60 with Assault Shotgun Parts) Reload Time : ~3.6 seconds (~4.3 with Assault Shotgun Parts) Rocket Launcher (Replaces the Grenade Launcher) Impact Damage : 1000 Reload Time : ~3.7 seconds Magnum Revolver Regular Damage : 144 HiPower Damage : 180 Cylinder Size : 6 Firing Rate : 60/minute Reload Time : ~5.8 seconds (4.6 with Speed Loader) AK-47 Assault Rifle (Replaces the Flame Thrower) Regular Damage : 24 HiPower Damage : 30 Magazine Size : 30 Firing Rate : 300/minute Reload Time : ~5.2 seconds Sub Weapons: Molotov Cocktail Damage : 25/second Duration : 15 seconds Makeshift Mine Central Damage : 225 Delay : 0.5 seconds Grenade Central Damage : 425 Delay : 3 seconds Armour: Padded Damage Resist : 6% Mobility : 0% Stamina : 0/s Mod Slots : 1 Leather Damage Resist : 8.5% Mobility : -2% Stamina : -0.3/s Mod Slots : 2 Scrap Iron Damage Resist : 11% Mobility : -4% Stamina : -0.6/s Mod Slots : 3 Recovery Items: Green Herb Physician 0 : 10 Health Physician 1 : 11 Health Physician 2 : 12 Health Physician 3 : 13 Health Physician 4 : 14 Health Mixed Herb (Green + Green) Physician 0 : 30 Health Physician 1 : 33 Health Physician 2 : 36 Health Physician 3 : 39 Health Physician 4 : 42 Health Mixed Herb (Green + Green + Green) Physician 0 : 50 Health Physician 1 : 55 Health Physician 2 : 60 Health Physician 3 : 65 Health Physician 4 : 70 Health Mixed Herb (Green + Red) Physician 0 : 50 Health Physician 1 : 55 Health Physician 2 : 60 Health Physician 3 : 65 Health Physician 4 : 70 Health Blue Herb Physician 0 : 10 Health + Cures Poison Physician 1 : 11 Health + Cures Poison Physician 2 : 12 Health + Cures Poison Physician 3 : 13 Health + Cures Poison Physician 4 : 14 Health _ Cures Poison Mixed Herb (Green + Blue) Physician 0 : 20 Health + Cures Poison Physician 1 : 22 Health + Cures Poison Physician 2 : 24 Health + Cures Poison Physician 3 : 26 Health + Cures Poison Physician 4 : 28 Health + Cures Poison Mixed Herb (Green + Green + Blue) Physician 0 : 40 Health + Cures Poison Physician 1 : 44 Health + Cures Poison Physician 2 : 48 Health + Cures Poison Physician 3 : 52 Health + Cures Poison Physician 4 : 56 Health + Cures Poison Mixed Herb (Green + Red + Blue) Physician 0 : 60 Health + Cures Poison Physician 1 : 66 Health + Cures Poison Physician 2 : 72 Health + Cures Poison Physician 3 : 78 Health + Cures Poison Physician 4 : 84 Health + Cures Poison First Aid Spray Physician 0 : 150 Health Physician 1 : 165 Health Physician 2 : 180 Health Physician 3 : 195 Health Physician 4 : 210 Health Hostiles: (Spoiler warning!) Zombie (Tier 1) Health : 200 Entity Damage : 10 Block Damage : 8 EXP : 400 Note 1: Fast zombies can have their attacks miss if they are attacked just before they hit. Note 2: Slower zombies CAN NOT have their attacks interrupted. Zombie (Tier 2) Health : 340 Entity Damage : 15 Block Damage : 12 EXP : 700 Zombie (Tier 3) Health : 460 Entity Damage : 20 Block Damage : 16 EXP : 900 Zombie (Tier 4) Health : 451 Entity Damage : 25 Block Damage : 20 EXP : 900 Zombie (Crippled) Health : 150 Entity Damage : 10 Block Damage : 12 EXP : 300 Cerberus Health : 200 Entity Damage : 10 Block Damage : 10 EXP : 400 Vulture (Flappy @%$#) Health : 16 Entity Damage : 9 Block Damage : 8 EXP : 400 Adder Health : 60 Entity Damage : 7 Block Damage : 4 EXP : 200 Web Spinner Health : 300 Entity Damage : 12 Block Damage : 10 EXP : 600 Crimson Head Health : 450 Entity Damage : 15 Block Damage : 50 EXP : 900 Hunter Health : 600 Entity Damage : 20 Block Damage : 40 EXP : 1200 Failed Test Subject Health : 500 Entity Damage : 25 Block Damage : 20 EXP : 1000
  2. They mostly come out at night... (V4.1.1) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. Multiple classes to choose from, with unique perks, and you can learn them all! 96 slot backpack! 12 slot crafting queue! Semi-custom UI! Food/Water bars next to the hotbar. More zombies! Cities are as dangerous as they should be, while the wilderness is quieter. Pick your home carefully! Night time is now dangerous. The ferals come out to play... New tiers of tools and weapons added! Scrap slots between stone and iron, while titanium is better than steel. Coilguns! Lasers! All the pew pew for the new threats! Stainless steel is back! Reinforce your steel with more steel. Titanium can also be used for building! Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol and Winchester Rifle. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 9 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle, 3 workbenches, Fusion Forge, Writing Desk and Tailoring Station! There's also the loot and buy only Lathe. Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Trader's are no longer protected! Take care of your local business! Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Or you can make a watch! Junction box added for invisible wires. Unlocked via electricity perk. 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items. Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Scrapped Behemoth added! Many old zombies re-added back to the game! Multiple new zombies, with new models added. Also some new surprises... Demonic tier of zombies! Rads too easy for you? Well give these a try then!
  3. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ A20 Features (Experimental): Brand new User Interface with even more stunning graphics New Item Upgrade & Repair mechanic featuring a Mechanic Station with 3 tiers Lockpicking v2.0 Deeper crafting recipe rebalance TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  4. Apocalypse now (V3.0.3) 𝕋𝕙𝕚𝕤 𝕚𝕤 𝔸𝕡𝕠𝕔𝕒𝕝𝕪𝕡𝕤𝕖 ℕ𝕠𝕨 𝕠𝕧𝕖𝕣𝕙𝕒𝕦𝕝 𝕄𝕠𝕕 𝔽𝕠𝕣 𝟟 𝕕𝕒𝕪𝕤 𝕥𝕠 𝕕𝕚𝕖 ¸„.-•~¹°”ˆ˜¨ 🎀 𝐹𝑒𝒶𝓉𝓊𝓇𝑒𝓈 🎀 ¨˜ˆ”°¹~•-.„¸ Progression Tree Overhaul -Added Game-Stage Difficulty Bonus -Added Supply Drops , You can now call Airdrops -7 new Classes " Engineer, Survivalist, Hunter, Medic, Farmer, Miner and Scavenger" -144 slot backpack! 24 slot crafting queue.! -Custom UI! Food/Water bars. -Increased zombie spawn/respawn rate.! -Night time is now Hell. Don't Blame Me if you died. 😜 -Titanium Nodes added! Can be found in the wasteland. -Wasteland is now radiated. -Added The Horent Back -Disable the Zombie Rage -Added Pin Recipes Modlet -Added Active Ingredients Modlet -More crops! Grow Apple, Cherry, Banana, Coconut and Lemon trees, plus strawberries, cabbage, carrot, cucumber and tomatoes -Big list of melee weapons have been added , from Swords, Bats, Pitchforks, Maces, Frying Pan, Cleaver and more -Added New Custom Food/Drinks• -Added Higher Tier Weapons And Tools -Added Scrap Tier Tools -Added 27 New item_modifiers -Legendary Tier weapons have been added -Gun parts are back -Added Bdubs Vehciles Modlet -Apache Helicopter That Shoots Missiles -Added 4 Maps With Combopack 48 -Added Stainless Steel, Titanium and Reinforced Titanium Blocks -Traders are Destructible and open all the time -Added New Ammo and explosives -Added Zombie Bosses Including the behemoth -The Candy is Craft-able Now -8 new workstations , 2 Advanced Forges, 2 Advanced Workbenches And Advanced chemistry Station, Advanced Cement Mixer And Upgrade Bench-Added Research Desk Classes Information :-Engineer Class Training Grants you :- Bicycle Chassis and Handlebars. Survivalist Class Training Grants you :- Cloth Armor Bundle. Hunter Class Training Grants you :- Hunting Rifle Bundle. Medic Class Training Grants you :- 4 First Aid Bandage, 2 First Aid Kit, 2 Painkillers, 2 Herbal Antibiotics and 2 Plaster Cast. Farmer Class Training Grants you :- Food Bundle 01. Miner Class Training Grants you :- Scrap Armor Bundle. Scavenger Class Training Grants you :- (150) 7.62mm Ammo,(150) 9mm Ammo and (150) Shotgun Shell. -- Mod Credits! -- 1) A20-GameStage Difficulty Bonus By Bar0th 2) Bdubs Vehicles Modlet By Bdubyah 3) Block Buff AOE By Alter 4) Supply Drops By Chickun / JustDoAsIDo 5) Disable Trader Protection By Khaine 6) 12 Slots Toolbelt By Khaine 7) TFP Hornet By Khaine 8 ) TFP Behemoths By Khaine 9) Vehicle Damage Patch By Khaine 10) Zombie Fall Damage By Khaine 11) No Zombie Rage By mythix 12) Ocb Pin Recipes 0.4.1 By ocbMaurice 13) Items Quality Rework By KillerBunny/ Bar0th 14) Active Ingredients By Redbeard 15) Scouts Mod By mythix 16) SWU Farming Mod By Zeeeeeeniiiiiii 17) Wandering Horde GameStage patch By mythix 18) Menu Music By Yakov 19) Advanced Forge And Advanced Chemistry Station By Zilox 20) AH-64 Apache Helicopter By Zilox And Closer_Ex Download link For manual installation Social Media Twitter Discord Server
  5. Guppycur's awesome original concept for Vehicle Madness started way back in the early days of A17 and now continues for 7 Days to Die in A20, Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game. About Vehicle Madness in A20 Features 58 vehicles ( New Physics and particle effects). 80 Plus wreck variants (some may look familiar) All new custom vehicle sounds. Find working spawned vehicles in the world ( Custom code was written by HaidrGna and adapted for Vehicle Madness with his kind permission) Find Repairable vehicles versions in the world Harvest wrecked vehicles to salvage parts for crafting vehicles on the VM Workbench ( Balancing feedback required as always ) . You will come across a variety of different types of vehicles in the world that may be working or have repairable versions you can find to fix up !! There will still be spawns of the 'lower end' Vehicles in the world but the 'high end' stuff like military vehicles or other customs will be a case of either find the repairable version and repair it or craft it with harvested parts from vehicle wrecks on the VM Workbench. If your vehicle becomes damaged during gameplay you can repair it as normal with the vanilla repair kit A vehicle repair kit consists of the following parts that can be found in the world or crafted at appropriate levels on the Workbenches : <ingredient name="CarFootpump" count="1"/> <ingredient name="CarBatteryChargerUnit" count="1"/> <ingredient name="VMToolRachetSet" count="1"/> <ingredient name="HotwireKit" count="1"/> .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. ****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****. If you dont come across a vehicle you like subject to rwg pot luck , you can still craft the vehicles by salvaging parts from vehicle wrecks such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims Damaged wheels We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. There are some full damaged wheels you can collect on the roads to make a full wheel using our 2x damaged = 1 good system. To make the VM Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a car lift (craftable) , a compressor and a ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set ** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike), we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds, vanilla parts however will not fit the custom vehicles system build method ** Gas will be at a premium, this means you may have to raid gas stations or find a damaged gas tanker vehicles on the road or make your own. Gas is more expensive to make in this version ... ***** We recommend that you use a bigger backpack modlet such as this one here by KhaineGB as there are many parts to collect. Also Recommend Khaines vehicle fixes for sound and entity damage in this thread ***** The Vehicle Madness Current Team Ragsy ActiniumTiger Magejosh Éric Beaudoin A20 Testers A special mention to the testers and thanks for the feedback and bug reports Magejosh Mr Devolver Furious Ramsey R.U.I.N.S Acknowledgements : Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17, without whom this would not have been possible.. Guppycur - Original creator of VM and all round support on the development path so far. Marcus - Sourcing a few hard to find vehicle models and tracked vehicle delvelopment. Telric - For some vehicle fixes in blender and his help on the buffs system .. HaidrGna - Spawning system code and general support on development. Mumpfy - 'The Texture Guru' for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version). Random Person - Texture work on the original VM in A17 bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support. DUST2DEATH - Support feedback and original Development of VM in A17 with Guppycur and the original team . Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 and Beta2.0 , feel free to take the current localizations and add more languages. Thanks also go to MikeyUK for adding the missing world entity localisation for Beta2.0 and some work improving Icons. Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. More to come..... A Dedicated POI for Automotive Repairs .. this will be a separate add-on made by Guppycur New tire fitting station and car lift system . Update and improve vehicle models or replace with better models over time . Add tracked vehicles into the mix ... ***** Note: You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission , these assets must not be used in any venture that attempts to make money out of modding **** Vehicle Madness Continues A20 Download link SMX Compatibility Patch for Vehicle Madness For those who want use the SMX suite of Hud enhancements with VM , just unzip file to your desktop and place the folder inside called ZMXuiCPVMPatch into your Mods folder. Not Needed if you dont use SMX at all. SMX - SMXhud, SMXmenu, SMXui by Sirrilion for Alpha20 ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* Overhaul Modders can use this modlet overhaul as a recommended add-on if you wish but leaving the core files of vehicle madness intact. A brand new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Failing to start a new save game will break your existing save so be warned up front !!! Changelog Beta 2.0 : 1. Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety. 2. More wreck variations 80+. 3. Added 30 + Repairable Vehicles that you can repair on roadside with special kits, dont forget to take some fuel with you . 4. 20+ custom vehicles that may or may not spawn in the world with the luck of RWG. 5. Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles. 6. New Vehicle Sounds applied for all vehicles. 7. Loot overhaul inline with A20 system ( as usual feedback much appreciated on this area). 8. Our own particle systems for exhausts and vehicle damage. 9. Reviewed and updated storage sizes and vehicle speeds 10. Apocaliptic Style textures for the rustic used look 11. Recipe changes for crafting to help with vanilla engine shortages in the original version . 12. Added more deco stuff to collect on roads .. 13. More wrecks in world specifically on the country roads and reduced loot to balance out the numbers . 14. Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed) 15. Numerous of the the original vehicles have had brake lights added and some addition headlights where needed. 16. Added a few decorative advertising boards to world ..these can be harvested . 17. Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle. 18. Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ... (like for instance vehicles ran into and stopped dead on mailboxes and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point). 19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much 20. Reworked vehicle physics in-line with vanilla settings. 21. Making gas is more expensive and requires more oil shale to craft your own gas. 22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these are only on the 'Pickup style vehicles or open trucks but not all and is still WIP. 23. Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot. 24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets. Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  6. MAGOLIS COMPO PACK So welcome to the CompoPack. Compo Pack has its own Discord server Found - HERE Discord Requirements: PHONE VERIFIED with Discord and in your privacy and Safety - ALLOW DIRECT MESSAGES FROM SERVER MEMBERS NEEDS TO BE ON Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk WHAT IS THE COMPOPACK: The Compopack is an expanded collection of custom-made prefabs for the zombie sandbox game 7 Days to Die. The poi pack/poi archive/overhaul was first compiled by Magoli in the early Alphas of the game and has continued to grow over the years. Prefabs are balanced to the pack and to work together in a vanilla setting. The compopack is also a museum and archive to keep every poi ever made alive and not forgotten. ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. This is a definate as keyracks will not work as with the many other issues caused by not having them in your prefab folder. COMPOPACK 48 CHANGELOG =========================================================================================================== CP48.6 TERAGON: https://www.moddb.com/games/7-days-to-die/downloads/cp486-teragon-release#downloadsform How to add the cp presets - COMPOPACK INSTALLATION FOR TERAGON INSTRUCTIONS: [When this in brackets dissappears, the CP48.6 Teragon is out] 1. Download Teragon 2. Download CP48.6 3. Add the CP48.6 (Modlet) to users/username/appdata/roaming/7daystodie/Mods 4. Open Teragon Folder and find Presets folder. Then drag the files inside the CP Presets Folder into Teragon/presets. 5. Run Teragon 6. File --> Load then select your chosen preset. 7. Set your game path to where the games exe is. 8. Set seed name world name and size and how many cities etc you wish and hit run 9. Start game and find your world you created. Definitions: CP Only - A preset of a world with only CP Prefabs CP Metropolis - A preset of a single Mega City containing every cp settlement, city, countrytown as well as Oldwest and vanilla cities and towns in one huge city CP Vanilla Plus Vanilla Only - A preset of only vanilla Pois and as well CP Pois that spawn within vanilla cities and towns. CP48.6 All inc Vanilla - A preset of all cp and Vanilla (Not including Metropolis) CP All Plus Metropolis Plus Vanilla List - A preset of all cp and Vanilla (including Metropolis) ================================================================================================== All Downloads: https://www.moddb.com/company/magolis-compopack/downloads Infinity: DOWNLOAD V1.5 This tool will install the CompoPack in the correct folder and let you customize the POIs that spawn on your map. Perfect for map creators and sharing with players. Infinity Guide: https://youtu.be/GWjyWdCMvoM CompoPack #48: https://www.moddb.com/games/7-days-to-die/downloads/cp48-4-complete If you want to skip installing Infinity, and just use the modlet, download this file. Works for those creating map. May cause some lag issues if all files are kept in the Mods folder. For better FPS, please use the Part 1 and Part 2 downloads below. How to install the modlet: https://youtu.be/a2A4i4G5ix8 How to use the pack: https://youtu.be/9j23yIShA8g How to change to 20.6: For server owners: CP#48 Part 1: https://www.moddb.com/games/7-days-to-die/downloads/cp-484-part-1 Use Part 1 if you generate maps directly on the server or clientside. CP#48 Part 2: https://www.moddb.com/games/7-days-to-die/downloads/cp484-part-2 >These files go into the Prefabs folder. Players can download Part 2 and add directly to their local Prefabs folder. This will help with FPS. Still stuck? Visit: For help: Magolis Compopack Discord COMPOPACK MODS Zombies On The Streets Unveiling (video unveiling Infinity a 7 days to die prefab installer) How To Use Infinity: SERVER INSTRUCTIONS: AS prefabs are required on both server and client side of every user that joins your server. After you have selected the prefabs you only wish on your server and they appear in your prefab folder bundle them up and send to your players and drag them into your server prefab folder to. For sending to other users you can simply save a preset in infinity and send them the saved txt file they can then load up in infinity and it dl for them as well. INFINITY STEP BY STEP INSTRUCTIONS: HOW TO SET UP AND USE INFINITY: 1. Find pathsettings.txt and open using any text reader like notepad or notepad++ 2. Get your game address where the 7daystodie.exe is and past into first line of pathsettings.txt (Instructions on how to do this in the README_FIRST.txt) 3. Get your appdata address C:\Users\Username\AppData\Roaming\7DaysToDie and past in 2nd line. (see video on how to unhide the appdata folder) 4. Save and close. 5. Run the infinity v1.exe (a screen will appear and run thru a few processess) STEP 1: 6. Read then hit any key. The following settlements need just a "Y" or a "N" 6a. Fabbersville - "Y" you see fabbersville poi_tile set option. Fabbersville - "N" Fabbersville Poi Tile set skipped. 6b. Megacity - "Y" you see Mega City Poi Tile Set option. Mega City "N" Mega City Poi Tile Set skipped. 6c. Fabbersville - "Y" Fabbersville Poi Tile Set "N" Mega City - "Y" Mega City Poi Tile Set "N" (As lpng as Mega City and/or fabbersville is selected you will get corralating Poi Tile Set option that is attached to that settlement. 7. Continue to choose Y/N for the remaining settlements. STEP 2: POI Tile Sets that spawn in Vanilla Cities a "Y" or a "N" response fpr the following 20 poi/tile sets. [I reccomend either have the poi tile sets in gabbersville and mega city only and not in vanilla cities (so "Y" to fabbers and mega poi tile sets and "N" to the Step 2 poi tile sets. or vice versa - "N" to gabbersville and Mega City Poi Tile Sets and "Y" to all Step 2 Poi Tile Sets.] STEP 3: CP Pois that spawn in vanilla cities: Top Line Left side: * Select all (removes all in that district. click twice to undo back to all selected.) * Load Preset (adds a preset previously done prior) * Save Preset (saves the current list for future use to save redoing step 3 all again) [Saves the list in the infinity folder] * Back To Step 1 (returns to the first step in case you change your mind) * Back to step 2 (Returns you to step 2 in case you change your mind) - Pois list left side. - Category Selection middle top [Districts containing in each what cp pois spawn in each district] - Tag Selection middle bottom [highlight all attached to the tag - LMB (left Mouse Button) Remove all attached to that tag - RMB (Right Mouse Button)] - Poi Info right top [Name of poi, allowed biomes, editor group, size, sleeper volumes and min and max, Difficulty tier, Questable, yoffset] - Poi Picture right bottom ***Please note*** Biome Decoration Tag does NOT work Once you finish going thru these hit Install Files next page gives you a chance to return to change or add or remove any you mistake or what not by pressing any key [OTHER then 1] Press 1 to complete and start the adding process. Once complete press any key and close program. Run game and enjoy. SERVER INSTRUCTIONS: once the server host completes the above they have a few options to get the list of prefabs to the players to join their servers with: 1. Simply save a preset and send this preset to the player for them to load infinity and use to get the pois placed in the right folders/ [Pathsettings.txt will need to be correct for them on their end. 2. Simply zip up the prefabs placed in the prefab folder and send to the player/s to be placed in the prefab folder. Play and enjoy Recommended choices: The poi tile sets are monotinous meaning if you have them in fabbersville, megacity and the vanilla cities you will see alot of them. I recommend the poi tile sets be in fabbersville and megacity only no vanilla cities OR none in fabbersville and megacity and them in vanilla cities only. Prefabs will also need to be on client side as well as server side. CP 48 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy STALLIONSDEN. TESTERS: WOLFBAIN5. GOBARG. MANA. BATTLEPAPI. OCTOBERFIRE. ZZTONG. NAZ. ZEEBARK Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future.. DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  7. Hello there pimps, after 1.500h of gameplay of 7 Days To Die, i've been bored with the same weapons that we've had for, too long now. I would absolutely LOVE to see some new weapons getting implemented in the game, i have some ideas that i sincerely hope that you will take into consideration. Glock 17c - 9mm Dan Wesson 2.5 revolver 6mm - .177 STI 1911 - .45 ACP Katana - blade weapon Sword - blade weapon I've been waiting and hoping to see some new changes to the weapons and, more weapons in the game but, nothing has happened. So i hope that you will read this and seriously consider my wish, i'm sure others feel the same. Trulius.
  8. Welcome to the Potato Lounge Community!. We are always looking for New Players, 18+, whether you are a Veteran or new to the game to Join our mature community. The servers are based out of NA East ( NY ). We also play other games if your looking for more than just 7 days with friends. Join our discord for more info. PVE. Server Name: TPL Undead Legacy (10k) IP: Server Name: Potato Lounge Darkness Falls (10k) IP: Server Name: TPL Ravenhearst (8k) IP: You will need the Mod Launcher Discord: https://discord.gg/6bsXnP8EfZ Do you got what it takes to survive in our server!?, see you there!
  9. As an active gun owner, I collect brass from my ammo so I can reuse later. Now don’t get me wrong placing entities like casing would cause huge problems but what you could do is create piles of certain rounds to spawn (like medical piles). If you shoot 9mm firearm a bullet pile spawns and the casing you get can be a random amount that you shot. And with the reloader perk you can get even more casings from it. But this ties into my main idea. There is no good way for scrap bullets. You gather all of the rounds but their only purpose is to be shot. What if you could take them apart and use them differently? The reloading bench would take the bullets and allows you to scrap them to get more ammo components. This way your normal 9mm can be turned into stronger rounds. And with the reloader perk you can get even more gun powder when you scrap bullets. And to fix this so no one can exploit infinite gunpowder with each rank of reloader you can more gunpowder and each new bullet you make takes more gun powder. These “hand loaded” rounds would be hotter and stronger than any bullets you would find in loot. I don’t know if any kids have already done this. I am not a mod player. I came up this idea while watching Glock9 and seeing how much bullets he buys
  10. V20.6.2.2 8.21.2022 Alpha 20.6 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A20 Stable Download: Download Here V20.6.3.2 12.4.2022 Alpha 20.6 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A20 Experimental Download: Download Here If you are interested in renting a server with my mod, I would suggest using BlueFang Solutions. They offer good rates with excellent customer service. The servers they use have DDOS Protection and are reliable. You have full control over your server uptime, restarts, settings, etc. They do even support mods. Which can be done through FTP access or through their customer support system. They have direct contact with me in case of any issues so that we can work together to provide you with reliable server! So if you are interested in starting a server, please use this link below: Using this link will help support me with a portion of all sales will be credited to me. The money will help me in real life pay bills and rent. As requested before from some, here is a PayPal Donation Button, any donations is greatly Appreciated but is not required to play my mod. Survival: Farming - Grow Wheat, Apple, Strawberry, Cocoa, Carrot, Cucumber, Leek, Lettuce, Melon, Onion, Pepper, Tomato and Blackberry Crops Schematics - New schematics to find to learn how to craft new recipes Buffs - New and modified buffs Fishing - Craft your own Fishing Rod and catch some fish in any water body Ores - Tungsten, Copper, and Zinc Ores HUD - Featuring SMX UI Mod Biomes - Updated biomes and new resource pile prefabs as well as Random Crate POI to find in the wild Health Items - New items such as the Trauma First Aid Kits, Bandages, Vitamins, Leg Booster Shots and more Food Items - New food items such as Meat Pies, Bread, Pies, plus more. Animals either have Raw White Meat or Raw Red Meat Drink Items - New drink items such as Mossy Brew, Green Tea, Apple Juice, plus more Prefabs - Several new prefabs that you can explore Traders - Modified trader locations that feature 2 new traders, one specializing in schematics and the other quests and reward papers Class Stores - Featuring 2 regular traders and the 2 new traders with all the class vending machines for buying goods Fire - Fire elements added to game. Flammable objects like wood blocks can catch fire and burn. Fire Extinguisher and Flame Thrower included. Fire enemies that can start fires Enemies: NPC Modlet - Amazing NPC modlet added that has followers, bandits, zombies and more! (A20 Only) Followers - You can hire NPCs to follow you around and cover your back, patrol, guard etc. (A20 Only) Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife. Mainly found in harder biomes such as snow and wasteland. Survivors - NPC's that will only attack you if you attack first. Will attack zombies, bandits and wildlife. Some can be hired as followers (A20 only) Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new skills to learn with a revamped skill menu Classes - 5 classes that you can learn in game through quests. Each has exclusive recipes and items. All classes can be obtained 8 New Treasure Quests - 15 Total In Game 101+ New Challenge Quests Reward Cards - These cards can reward you with either experience points, skill points or even provide a buff for 20%/30% bonus xp. Can be obtained at traders or in special loot crates Traders - New specialized traders in modded trader locations (These locations are obvious when you see them as they have a different look than vanilla trader locations) Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Flares - Spawns Specialized Loot Crates. These are found in special loot crates Tools - Full sets of Scrap Iron Tools, Tungsten Tools and Diamond Tipped Tools. Also Steel and Tungsten Augers/Chainsaws Guns - M1911 and MK23 handguns, Remington870 and USAS12 shotguns, FNScar and SVD Dragunov rifles, UMP45 and P90 machine guns, plus more! Melee Weapons - Tungsten Club, Steel and Tungsten Machetes, Gold Tipped Knives and Machetes + Swords and Maces New Ammo - 45ACP, 20G Shotgun Shells, 5.56mm, and 5.7mm bullets. All with HP and AP variants. Workstations: Armor Smithing Station - For crafting advanced armor such as kevlar, tungsten and silver Blueprint Station - For crafting schematic loot crates that you place and will spawn random schematics Gun Smithing Station - For crafting all vanilla and mod guns Mortar and Pestle - For crafting seed recipes and more Oil Production Block - A workstation that produces oil over time Forge - Vanilla forge but only for standard iron metal recipes Stone Forge - For crafting stone based recipes like cement Ammo Forge - For crafting ammo based recipes such as bullet tips and casings Tungsten Forge - Has regular forge recipes as well as the capability of smelting tungsten. Works better than regular forge Tool Workbench - For crafting advanced tools Builders Workbench - For crafting rebar, iron frames and tungsten frames Screamer Block - Light this up to attract screamers really fast Coffee Maker - For crafting hot beverages Microwave - For crafting soups Player Oven - For crafting campfire recipes plus several other exclusive recipes Food Processing Table - For crafting/prepping food recipes Brewery Station - For crafting alcoholic beverages Fabrication Station - For crafting decorative type blocks Ammo Workbench - For crafting ammo Mechanic Bench - For crafting advanced vehicles Included Modlets: NPC Core NPC Expansions CCTV OCB Pinned Recipes SMX Hud SMX Lib SMX Menu SMX UI ZTENSITY UBBI and Patches
  11. This mod is derived from "Tristam's TacticalAction" mod. I removed a ton of unused and broken items and added a lot of missing items/features. A lot of legacy code and references were removed so it is truly just the guns and ammo now. I have since made so many changes that it warants the renaming from "TacticalAction ViperInfinity" to "Tactical Weapons". This mod adds various ranged weapons, mods, and scopes while maintaining most of the vanilla features or expanding on them. You can craft these new items at the Ammo Bench (New workstation). All credits to IvanDX for the original mod and Tristam. You can safely delete TacticalAction from your mod folder and replace it with this. If you used the TAmod modification or the Scope4xACOG_TA31_bacmod then make sure you log in and delete those items before replacing TacticalAction Downloads Tactical Weapons SMX UI Patch Backup Nexus Mirror Install in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods Features New Mods! New Scopes! New Weapons!!! Complete Animations! Pistols MK23 Colt 1911 USP 9 P99 Beretta 93R Glock 18C Desert Eagle Raging Bull Colt M1873 SMG's MP5N MP5SD UMP KRISS Vector Shotguns M4 Super 90 SPAS12 S686 Saiga12K AA12 Assault Rifles M4A1 HK416 ACR AUG A3 G36KV SCAR L SCAR H M16A4 SA580SW Machine Guns Gatling Guns M60E4 M249 Rifles Winchester M1894 Kar98K M1 Garand M14 EBR Snipers M110 AWP MSG90A1 M82A1 Explosive Guns T1M79 China Lake MGL140 ToDo List Align some scopes and fix projected laser dot location on some weapons (Mostly assault rifles). Rework scope attachment system within the mod to bring it in-line with vanilla and remove remaining chinese text popup installation on weapons. Rework names and descriptions for various items Add more weapons like the P90 Changelog 2/5/22 Removed all pop-up chinese text when swapping to any weapon Renamed mod to Tactical Weapons some scopes also no longer install the chinese text pop up when equiped added proper groups to all weapons in items.xml Added vanilla laser sight effects to modded laser sight (non-toggable) Added vanilla light effects to modded light attachment (toggable) Fixed all weapon animations and added missing ones Removed a lot of unused particle effects and animations from all gun animations Removed un-needed XML code for attachments Replaced non-vanilla muzzle flashes All ammo and weapons show up in the proper spots in the UI Removed metal ammo boxes, ammo bundles, and ammo crates Removed TA pad modification, duplicate Scope4xACOG_TA31 modification Changed ammo bench icon to avoid confusion on where items need to be crafted Removed duplicate/unusable recipes Added missing recipes 1/29/22 My friends are really enjoying my modified TacticalAction changes so I probably will continue this past this point until it is different enough to be called something else. Removed multiple versions of the M1 Garand Fixed TacticalAction mods not unlocking properly( bipod, grip, etc…) Added several missing modifier tags to Tactical Action weapons Added proper modifier tags to all TacticalAction mods Removed custom stack counts and economic values (all were at 1 for stacks) for mods by adding in the vanilla template Removed zeroing mod Added appropriate vanilla mods to list of compatible attachments for TacticalAction guns Made the XML’s a bit more readable Raging bull revolver is now considered a revolver Added modified traders and loot xml’s from Kingston621 Added a the general silencer schematic to the lootpool Added AdvancedScopes schematic to the lootpool Removed Bipod from MGT3M60E4 picture Fixed MP5 and UMP scopes Modified hold type for 686 shotgun to help fit it in the hands a little better. Still looks wrong but it’s not as wrong anymore. Increased compatibility with other mods in regards to how it adds these modded items. 1/28/22 Removed menu elements for SMX compatibility Removed unused cooking stations Modified the ammo bench to work with SMX Removed Radio, psi, and food references Removed howling noises and other added non-weapon related noises Removed Light Sticks Removed non-weapon and non-ammo images Removed many unused items Removed a lot of legacy code
  12. Zombiome Behold survivors ! Mother Earth has been soiled long enough by these nasty Zombies. It can stand no more and its revolt has started. Biomes won't make a distinction between the livings and the undeads. With a big thank to the forums' community - to all of you that help, answer questions and provide great tutorials, Umbrella proudly presents Biome Activity The world has around 40 apocalyptic natural disasters and biome activities, Structured by location and biomes, alternate light episodes and crisis. A few are more "supernatural". Biome Affinity Learn to control biomes by completing special challenges at epicenters. - BiomeDust unlocks 40 powers, including aoes, pets, block/biome alterations, construction... - 80+ craftable items to complement the BiomeDust Mod Usage ZomBiome is distributed under a BSD 2 License Download ZombiomeA20.7z from https://github.com/Umbrella7D/7Dmods Unzip and copy mod folder "Zombiome" to 7 Days To Die/Mods folder If you download repo 7Dmods, you have an extra level (zip within zip). Make sure you have a single "Zombiome" folder eg C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Zombiome\Config\ and C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Zombiome\Zombiome.dll Current status : Experimental - Single Player only The mod is globally stable and playable. A few errors may still occur but crashes are rare. Version : 1.0 (Dust,Craft,AdvancedActivities), Tested Vanilla: 20.6 (b9) Warnings - Could mess up your saves. Duplicate your savefile or start a new game ! - Balance or performance sometimes so-so. Not yet tested by many players. - In sismic areas, any container (and its content !) could be destroyed in a second. Landclaim/bedroll have small sismic-free zone. Think twice before chosing location of your base and chests. Customize See REAMDE.md - XML, change the global activity strength, and each activity weight separately. - Zombiome commands and items can help you alter landscapes for your own edited maps. - God-mod command for infinite affinity and color selection : "zb D" (easier Dust and item testing) Diagnose Any feedback appreciated ! Teaser / vids Gallery
  13. ENG:I must say right away that this is not a mod but an assembly.this assembly consists of 55 houses and these mods are interconnected there is a Russian and English version.and separately to the creator of the wasteland (sorry).gameplay: these are terribly strong zombies and there are a lot of them hiding not where at the beginning of the norms and then HELL. RUS:сразу скажу что это не мод а сборка.эта сборка состоит из 55 домов и эти моды взаимосвязаны есть русская и английская версия.и отдельно создателю the wasteland (прости).геймплей: это ужасно сильные зомби и их очень много спрятатся не где в начале норм а потом АД.
  14. I have played 7dtd for about 500 hours, my second most played game. i also have played many other shooter type games like gta4/5, tarkov, doom1/2, Doom 2 modded with PB and brutal mod, ravenfield, untured, cry of fear, fc5, ect. after all of my time playing these games along with my knowledge of real life firearms, I feel that 7dtd is lacking in the combat dept. with all of its other issues aside, I feel that this one can be solved relatively easily, as they have shown that they are capable of making a game with working combat, and implementing new models and animations. I feel that the biggest problem with the combat is its lack of satisfaction and feeling rather weak. i want to start off with the things that would be harder to fix to get them out of the way. the animations are really quick, hard to see, and kinda stiff. a semi-slow smoother or harder animation is more satisfying, like in Doom 2016 where doomguy slams the foregrip on the shotgun back and forward to rack it, or in FC5 where the deputy makes a butter smooth flick of the mag and easily inserts a new mag. a slower animation for reloading or cocking guns could balance them out and incentivize the player to swap to a new gun or melee, as well as be more careful about reloading. the models and textures of most guns looks messy and hard to decern. idk if the devs made their own models or received them or whatnot, so all i am going to say on this is that a simpler cleaner model with key details exposed would make it look better. as well as a contrast between shiny metal and rough gouges in the metal. now the stuff that would be the easiest and could make the biggest impact, THE SOUND. the sound of the guns got better the newer they were, but are all still pretty underwhelming. the shotguns are the best and pretty much only need to be a bit louder and with more beef to them. for guns like the M9, which has the worst sound in the game, having a low quality "pew" makes it feel so weak and boring. the gun is supposed to be weak being an early game pistol, but at the least proper sounds make it seem more effective and engaging. a sound like this one provided (https://www.epidemicsound.com/track/9u3t5lBVvG/) with a crack from the supersonic break would make it have some substance to it. same pretty much goes to the rifles. if the devs have interest in this, i can record some sounds at a gun range from a M&P 2.0 ez, a RF-15, and some crappy shotgun that i have not seen the name of. possibly others if the range is busy. I am also sure a lot of gun youtubers or fans of the game would gladly help record sounds to implement. with sounds aside, a slight screen shake where the camera tilts slightly, increasing per the power of the gun could make them feel more powerful, along with a option to disable it if it causes motion sickness. allowing guns to fire faster per click of the mouse would make weaker guns more interactive, and a slower satisfying reload would balance out the gunplay and make reloading more tense and thoughtful. i have some other ideas if this becomes of interest and would love to see some of this, (mostly the sounds) put into the game. for reference look at Sgt Marks Brutal Doom 2 v21 mod. it has very balanced and satisfying gunplay.
  15. I started playing with mods and my friend cannot join me now, we both installed the same mods but when he tired to join me he gets error codes and is stuck loading in. Can anyone help us out with this issue
  16. I started playing with mods and my friend cannot join me now, we both installed the same mods but when he tired to join me he gets error codes and is stuck loading in. Can anyone help us out with this issue .
  17. Alpha 20 Back To Origins 4.1.5 EasyAntiCheat (EAC) - Must be DISABLED!!! THE MOD HAS BEEN TRANSLATED INTO ENGLISH! Sorry for the quality of the translation, I use a translator. You can support the project on: https://boosty.to/radeechannel - List of changes in version 3.6 - 4.1.5: 1. Androids, Obsolete NPCs, Fire, Shock, Explosive Zombies, Ghostly animals (fire hare) in biomes are cut out 2. Bug-ridden quests have been cut out, the bug of quest chain rewards for traders has been fixed, now there will be a more worthy reward 3. Construction blocks have been improved, they have degradation by 1 step, wet concrete levels have been cut out (Concrete in principle did not solidify), pumping has been reduced 4. Simplified recipe for wooden frames, nails, bricks, boards and many schemes 5. Added water filtration plant, advanced chemical workbench 6. Cap. repair of extracted meat, now peculiar to every animal and has its own recipes 7. Food is prepared in various stations (Bonfire = charred food, Grill = fried food, Stove = Gourmet food) 8. Added a FULLY COMBAT-ready combat jeep with a 30-caliber machine gun and an ARMORED personnel CARRIER 9. Added a spawn counter for zombies, animals, and claim blocks 10. Added hit registration 11. Expanded weapons pack with well-known and beloved domestic guns and NATO (AKs74u, SVD, SCS, Makarov pistol, Ak74m, Toz 66.34, Ak74m Tactical, M4A1, M4A1 Painted, M16, MG42, Browning heavy machine guns, etc.) 12. Introduced expanded vanilla vehicles, as in fashion "VarZuk", with many colorings and customization 13. The titanium produced from the deposits is significantly reduced 14. Improved performance in desert and snow biomes 15. An advanced forge opens only with a scheme 16. The mod merchants received for the reward are cut out, but they are still found in the world 17. Increased the likelihood of armed zombies appearing in the blood moon 18. The crafting of almost everything has been expanded, the number of ingredients can be up to 10, almost everything requires a set of tools, a total of 2 sets 19. Almost all crafting is based on the "Garage workbench", the displayed crafting categories in the garage workbench have also been improved 20. Reduced spawn of animals on the map 21. New types of storage with a large number of cells 22. Added titanium darts for the corresponding trap 23. Quest danger changed to "Radioactive brawl", glad. persistent elements in the award have been replaced with rad. resistant fibers for crafting RZK 24. Canned food is suitable for food during heat treatment 25. Disabling Trader Protection 26. Backpacks returned in the form of modifications 27. Added 2 new starter kits 28. Updated main menu and loading screen with useful tips 29. The crossbow turret now appears in loot 30. The rhythmic gymnastics skill now gives an increase of 100hp. 31. The aiming from the FRONT sight on Kalashnikov and Saiga assault rifles has been changed 32. Various DOORS and shutters powered by electricity have been added 33. Increased the damage of the mod's weapon mile 34. The spawn of animals and the amount of meat produced has been further reduced 35. The display of the recipe pin has been expanded to 10 36. The production of concrete and bricks requires less resources 37. Increased resource stacks 38. Added craft grade 6 quality 39. Fixed the trunk on a bicycle, motorcycle, mini bike 40. Fixed and enhanced radiation in the wastelands, now the same view 41. Introduced uranium ore with appropriate recipes and a set of books and weapons 42. Added an improved and more powerful dart gun shooting titanium darts 43. Rad resistant fiber can be obtained from the corpses of Liquidators 44. The gunsmith's skill has been fixed, the recipe for components for cartridges is blocked, the number of components decreases as the skill is upgraded 45. Fixed pumping of passive skills for the titanium weapons 46. Reinforced caliber 7,62x54 (may well compete with 30-06) 47. Increased rate of fire of Miniguns 48. Improved and updated starter kits 49. The range of shotgun "cartridges" has been increased 50. Polymer armor has been added, (analogous to army armor) surpasses steel and army armor 51. The tool belt has been expanded to 12 52. HUD has been changed to minimalistic, instead of the previous one from SMX 53. Increased chance of finding and stack of components needed for the "toolbox" Item 1. Changes in food : - There is no food in loot and on sale anymore, except Canned Food! - Canned food is poisoned and is not suitable for food, but it is suitable for cooking! - New recipes for food and drinks! - Food does not restore health! - River water must be filtered using homemade filters and the water irradiates the player upon contact! - You can collect resources from all entities! - You can loot zombies! Item 2. Resources and Recipes: - Logs and branches fall out of the tree, boards are made of logs on a circular machine! - Added 3 crafting stations! - Changed and complicated the manufacture of all weapons and ammunition! - Obtaining iron and lead ore from veins instead of scrap metal! - Added new repair kits for each type of weapon + Crafting of parts needed for new repair kits is available! - Production of almost all resources is available! - The pumping tree has been changed, as well as mechanical engineering and medicine does not depend on the skill, a new branch of additional perks has been added, a branch of passive skills has been added! Item 3. Action and gameplay: - Merchants are closed only for lunch from 13-00 to 14-00 (Jen works around the clock)! - The merchants have new tasks! -Added new NPCs and Mobs! - Added a bunch of new weapons! -Changed the zombie attack distance (zombies can hit only one block)! - Increased the damage of ALL tools on zombies (if they cut and walk, they can "disappear" when hit in the head)! - Redesigned zombie action game survivable weapon is stronger! - The old system of pumping blocks and previous versions of the game, the old farming system, old carved guns! - Increased cold weapon damage (Sledgehammer and Machete with a strong attack can "disappear" when hit in the head)! - Hacking system from Fallout and Skyrim. - A lot of transport! - 3 Ready-made maps with a Compopack! - Varieties of cartridges and complicated crafting through schemes! You can find out all the charms from a detailed review on my YouTube channel: https://www.youtube.com/channel/UCiqBsc_cysDq_jYBsocJKQg The following assets are used in this mod: Name mod "YR Menu Music" - Author: "Yakov" Name mod "ZombieLouder/BadWindowsReplace" - Author: "Games'N'Grumle" Name mod "zz_Trader Network_MoreJobs" - Author: "FuriousRamsay" Name mod "Lootable Corps Mod" - Author: "Survager" Name mod "LowWattagePosts" - Author: "Genosis" Name mod "Bdubs Vehicles" - Author: "bdubyah" Name mod "OcbPinRecipes/OcbPinRecipesUiTdrHart/OcbStopFuelWaste" - Author: "ocbMaurice" Name mod "TFP Behemoths/TFP Hornet/Pick up wild plants mod, by Khaine/12 Slot Toolbelt" - Author: "KhaineGB" Name mod "Vanilia Weapon Sound Expansion" - Author: "TheReggie" Name mod "FirearmsExpansion4" - Author: "Smadol" Name mod "Service lift" - Author: "HammerJade" Name mod "ZZTong Prefabs" - Author: "ZZTong" Name mod "SMXcore/SMXmenu" - Author: "Sirillion" Name mod "13erserk - Traps/13erserk 120 Slots Backpack" - Author: "13erserk" Name mod "0-SCore" - Author: "sphereii" Name mod "AC's Vehicle Modlet" - Author: "ACTINIUMTIGER,GuppyCur,Ragsy" Name mod "JaxTeller718-ActionSkills" - Author: "JaxTeller718" Name mod "Telrics Flamethrower A20/Telrics Melee Weapons Pack A19" - Author: "Telric" Name mod "Locks" - Author: "Xyth/SphereII/Mumpfy" Name mod "Browning M1919A4" - Author: "Coaber" Name mod "HuntingRifle_Old" - Author: "Deceptive Pastry" Name mod "Tactical Weapons" - Author: "ViperInfinity, Tristam, IvanXD" Name mod "EnhancedCraftAndRepair/UnlockOpenDoors/QuestAreaTimer" - Author: "Dizor" Name mod "GK Old System Upgrade" - Author: "Gouki" Name mod "Perk Mastery" - Author: "devon752" Name mod "WOSD-Essentials/WOSD-Medievil/WOSD-Scifi/WOSD-Tactical" - Author: "josefpatch" Name mod "Vanilla AK-47 Replacer/Vanilla Firearms Extended" - Author: "Sykriss" Name mod "Advanced Forge/Advanced Chemistry Station/Tigr Jeep/Military APC/NoTraderProtection" - Author: "Zilox" Name mod "RealRad" - Author: "Man2424" Name mod "PaintJob" - Author: "Éric Beaudon" Name mod "Vehicle Weapon/Custom Player Action Manager/CustomParticleLoaderMultiExplosion/CustomParticleLoader" - Author: "closer_ex" Name mod "Smitty's Industrial Doors" - Author: "Smitty" Name mod "Quartz" - Author: "Laydor" Name mod "Weapon_firearmIZY" - Author: "Izayo" Name mod "BlockBuffAOE" - Author: "Alter" Thanks to the authors of mods for their kind provision!!! YouTube Discord/Вопросы https://discord.gg/QWNrA5WwBn Donate/Поддержать https://boosty.to/radeechannel Donate/Поддержать https://www.donationalerts.com/r/radeechannel 1. Download the mod: https:// gitlab.com/RaDeeAkaBaneBun/back-to-origins-alpha-20 2. Download the mod: https://drive.google.com/file/d/1t_2uhTmDmFfBW5hvmdhIJtcbbrCOr-Dd/view ENG: TERMS OF USE OF the modification (mod) "Back To Origins" based on the game "7 Days to Die": 1. The content created by the author of the mod or third parties, NOT based on the development of "The Fun Pimps" - belongs to the creators of this content. 2. You can use the mod, modify or take any content for personal use outside of the public - without permission. 3. You can use the mod unchanged (as is) on public servers for non-commercial purposes or show the gameplay - without permission. 4. To use the mod publicly or create a public server with changes in xml, txt, dll configuration files or other resources, you must obtain the permission of the mod's author. 6. If you want to publicly use any materials or content from this mod outside of this mod, you must obtain the permission of the author of the mod. RUS: УСЛОВИЯ ИСПОЛЬЗОВАНИЯ модификации(мода) "Back To Origins" на основе игры "7 Days to Die": 1. Контент созданный автором мода или третьими лицами, НЕ на основе разработок "The Fun Pimps" - принадлежит создателям этого контента. 2. Вы можете использовать мод, изменять или брать любой контент для личного пользования вне публики - без разрешения. 3. Вы можете использовать мод без изменений (как есть) на публичных серверах в некоммерческих целях или показывать игровой процесс - без разрешения. 4. Для публичного использования мода или создания публичного сервера с изменениями в конфигурационных файлах xml, txt, dll или других ресурсах - необходимо получить разрешение автора мода. 6. Если вы хотите публично использовать какие либо материалы или контент из этого мода вне этого мода - необходимо получить разрешение автора мода.
  18. V2 This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). A20 Client and Server (Does not work with EAC enabled) Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  19. This Project started with myself taking over the FarmLife Expanded mod. I first start to fix thing with the mod but as I began to learn more about modding I decided that rather then trying to fix it would be best to rebuild. What started a "Farming" mod has now become so much more. Welcome to "The Age of Oblivion"! Features: New Vehicles - you don't craft them, you find keys and unlock them New Workstations New Weapons New Quests New Food and Crops - complete overhaul! Over 100 New Animals, Zombies and Creatures! and so much more! Been awhile for this update but I think it is worth the Wait! Among the additions/improvements are: Back to basics with the UI - too many issues with A5 UI More then 30 new Monsters! The Start of Powered Workstations and a new type of workstation! (For A6 the Soda and Juice dispensers s require power and are a new type of workstation and the Auto miner is a new type. More workstations will be converted eventually) More of an Endgame! Your goal is to Find and rescue Dr. Turdlinger. you will need to find 8 teleporter parts to fix the teleporter that will take you into Turdlingers research facility. Along the way you will expereince caves with some unique monsters and have to kill the Skeleton King! Pets and Guard can be picked up! New Vehicle Trader that has the vehicles in the game but can only be bought by trading in other vehicles! some new OP weapons from the elite trader (this may be required when entering the Dark castle and the research facility! Multipoint Teleporter system! Some New Paint textures! and more! Current: Alpha 6.5 - Stable THIS BUILD WILL REQUIRE A NEW GAME! EXISTING MAPS WILL NOT WORK. RWG MAPS MAY WORK BUT NO GUARANTEE ALL POI'S WILL BE PRESENT HIGHLY RECCOMENDED TO USE INCLUDED AOOPREGEN8K_01 OR AOOPREGEN10K_01 Please visit the Discord for more information or help with the mod https://discord.gg/WAVPppyB7S A6.5 Stable Download: https://rmacleod.visualstudio.com/AOO/_git/AOO_A6.5 Available on Mod Launcher now! Current Stable: Alpha 5.25 Please visit the Discord for more information or help with the mod https://discord.gg/WAVPppyB7S Alpha 5.25 Download! Available on Mod Launcher now! Check out our Teaser! History: Alpha 1.1 is out Download Alpha 1.1 Fixed up the Skill Tree (Not Completed) Started a new Quest system (Not Completed) Added Farm Crop Plots Added another Gas Oven, pizza oven and more Grills. All you do is craft "Ovens" "Grills" or Smokers and you from their each model is a Variant option. Added a few Descriptions that were missing. (still many missing) Removed Press "E" to pick up a Crop. when harvested this way the crop does not get replanted. Removed a block for an apple tree that is no longer used . ( only mattered if you were using creative mode and found that particular tree.) Alpha 1.2 is available Download Alpha 1.2 Fixed Garden Hoe to properly prepare ground to be able plant. Alpha 1.21 is Available Download Alpha 1.21 Fixed issue with some Recipes not unlocking as intended. Alpha 1.3 is Available Download Alpha 1.3 Oak's pets now completely integrated (No separate Directory) many tiny code fixes that probably were not noticeable to most. Garden Hoe recipe added. All New Cloning Chambers!!!!!!!! New Pets! Elephant, Penquin, Camel, Cat! New Guard! Pumpkin Man! Burns you enemies alive! ALPHA 1.5 is Available! Big Update! Download Alpha 1.5 NOTE: Lots of Changes.....you will 1000% have to start a new game and I would recommend playtesting for awhile before starting a serious game with it Restructured Folder and file Structure. Standardized Naming. (Search AOO to find items) Added: Advanced Forge Resurrection Table Alchemy Table Many Vehicles Lots of Decor! Windows, Doors and Furniture Working Windmill and other smaller tweaks. Alpha 1.6 Released! Mainly Small Bug Fixes to 1.5 Improved handling most vehicles Added Community Creature Packs 90 Slot Backpack. Traders will now sell Raw meat Fixes and Changes to Questline (Still a work in Progress) Download Alpha1.6 Alpha1.7 Released! More Bug Fixes More Food Recipes! (Finally!) Deep Fryer - for many of these new recipes! New Oven Model New Chain Link Fence and a Brick/Metal Fence! New Oblivion Work Bench - All workbenches are crafted from this Bench...even Vanilla ones. Download Alpha1.7 I am officially separating things into two different releases! Going forward Subsequent releases will be known as Age of Oblivion as the Mod has been moving away from just Farming components. As a result I am now releasing a "Release" version of Farm Life Revisited Lite. This version is just the farming components, Crops, Food, Animals (Cloning). This release will still get bug fixes and will get any Farm related content that gets added to Age of Oblivion. Get all Updated info at the Discord https://discord.gg/hBqXBTbjTV Get Farm Life Revisited Lite at Nexus Mods: Farm Life Revisited - Lite at 7 Days to Die Nexus - Mods and community (nexusmods.com) Alpha 1.71 Released! Fixes issue with Clone Chambers not being unlocked and Advanced Forge Display 1.71 Full was Broken - just download 1.7 and then the patch. Download Alpha 1.71 - Patch (Just overwrite the file in this patch. Alpha 1.75 Released! bug fixes! Cloning now takes longer Crops no longer grow almost instantly! Now includes the fantastc Mod White River Tools of Citizenship! Now includes Expanded Firearms! More Friendly animal will be found in the World Oblivion Loot Crates can now be found in the world Now grants 2 skill points per level! (If not wanted simply delete the 2 Skill Points Directory) Download Alpha 1.75 Alpha 1.8 Released! Includes bug fixes for some of the Friendly animals Reduced greatly the number of Bats that spawn! Made the spawning of Friendly's be specific to Biome. ie Peguin in Snowy area's and Elephant in Desert Added a Bunch more Friendly Animals! Turtle,Sheep,Zebra,Pug,Beagle,Goose,Leopard,Comodo Dragon Balanced the number of Oblivion Crates that appear and the loot they contain. Added More Beakers and Steroids for Cloning! Fine Tuned Batcar01 - Drives better and faster! More vehicle tune ups are coming! Download Alpha1.8 Download Alpha2.0 NOTE: Turns out there was a mistake made with sounds and they were applied to animal as well as Zombies. If you find the sounds too bad please come to the discord and download the latest Test Builds that fix up the sound. https://discord.gg/4UX3HZ7gka Instructions: Extract all files to your Mods Folder. Inside your mods folder will be a prefabs.zip, Extract this file into your data\Prefabs folder. A New Map will NOT be required. A New game will likely need to be started. If you want to try with a saved game please make sure you back that save up before trying. Alpha2.0 TestBuild 3 is now available on our discord! Sounds are Fixed! 17 NEW MONSTERS! Resurrection Table can resurrect all Vanilla Zombies! New Elevators and More! https://discord.gg/4UX3HZ7gka Join the Discord and and Join our Test Server!
  20. Hello everyone. I am new to the forum. Fairly new to the game in general. But, I have been modding several games for years. I'm self taught as I'm sure most of you are and my approach is trial and error, pluck the grey hairs. Cuss alot. Drink some coffee. Then try again until it works 💪 My coding knowledge is minimal. I mostly study other people's work to see how they make stuff work then attempt my own tweaks. Eventually overhauls when I am familiar enough. I will do my best to contribute some useful things to help out! I do run a Recording studio however and I would be more than happy to provide any custom audio files you guys need for your mods. Anything from ambient sounds to voice work and music. Just let me know and I'll getRDunE 🤙
  21. Hello, welcome in my topic My list of mods suggestions are welcomed, but be aware i'm not doing any mods requiring unity asset, as i don't know how to make them (so not my own models unfortunately) this topic is WIP Installation of all my mods: just extract into Mods folder inside 7 Days To Die game folder (create one if theres none) some may be incorrectly archived, check if file modinfo.xml is like this 7 Days To Die\Mods\MODNAME\ModInfo.xml Rain Catcher Cinder Fix (and tweaks) Santa-Hat as mod Stack Anvils Crucibles and Bellows Ammo and Gas Bundles crafting Ghillie mod Give back my Blunderbuss! Working Ice machine Logs from Trees and working tableSaw (Forestry) Steel Last updates: 23.5.2022: Steel to v1.0.1 20.5.2022: Forestry to v1.2.3 12.5.2022: Forestry to v1.2.2 08.5.2022: Forestry to v1.2.1 07.5.2022: Steel v1.0, Updated Forestry to v1.2.0 20.2.2022: IceMachine v1.1 20.2.2022: Forestry v1.1.1 19.2.2022: Forestry v1.1 --- Working on: just now im working on my last "Forestry" mod and Steel mod (if i get any new idea for it) tba: +thinking about reusing disabled trees.. but how and where?
  22. xFiberCraft 2.0 Mod Download - https://github.com/CodeOvrLd/xFiberCraft/archive/refs/heads/Mod.zip xFiberCraft Discord - https://discord.gg/BMXqye8bZ7 Check out the Development on Git hub - https://github.com/CodeOvrLd/xFiberCraft xFiberCraft's humble beginnings were the realization that XPath can bulk change items with a bit of Set Theory. The First edition, 0.1.0, Changed all of the recipes, and repair items to utilize Plant Fibers instead of the intended materials. This turned out to be very, very, easy to play the game for a few minutes and realize its too easy. xFiberCraft 1.0: The More Fibers Update, tried to raise the difficulty bar but keep to the idea that everything is Fiber. xFiberCraft 2.0: The Even More Fiber Update In the last update we introduced the idea that different things are made of different fibers. Food should scrap to sustenance fibers, medical supplies should scrap to medical fibers, tools should scrap to tool fibers. We also deduced that items are crafted out of different fibers. A Bicycle is made up of conveyance fibers, armor is made from wear fibers, junk turrets are made from robotic fibers. This idea, albeit simple, lead to grave consequences. The simplest guns, pipe guns, were impossible to make early on since gun fibers were so hard to come by. The initial quest was nearly impossible when you have to find a tool, a weapon, and clothes/armor to scrap down to complete the first quest. At a certain point we all wondered, what's the point really to build bases easy but not have the ability to defend one's self? Fixed Initial Quest: Now a Loom is used to make tool fiber and weapon fiber. The loom can be made easily and cheaply by breaking down some junk into Blade Fiber. The Blade Fiber is then used to craft the loom in your backpack. The Primitive Bow and Stone arrows are craft-able with plant fiber now. The fiber shirt and pants do not use Wear Fiber but use regular plant fiber instead. Now finish that quest and get to the trader like TFP intended. Youtube: xFiberCraft: Starting Quest Added xFiberCraft Fiber Crafting: A mouthful right, well lets talk about it and not say that again. Now we can use a Loom to craft all of the different fibers in xFiberCraft. The loom provides an entry into cooking/chemistry by providing a recipe for the beaker. Check out all the other recipes the loom provides. Besides being an excellent place to craft fibers using the loom is better than doing it by Hand. You will end up with more stuff than if you would have crafted it in your back pack. Added Gun and Vehicle Fiber Crafting: With the Gun and Conveyance Fiber crafting unlocked you can begin to make weapons and vehicles. Gun Fiber is had to acquire so go out and get all the fiber and junk you can. The vehicle recipes look unchanged but in fact the base components are now crafted using Conveyance fibers. So make the chassis, handlebars, and wheels all out of fiber. Pro Tip: You could probably find the fibers needed to make gun fiber rather than start from blade fiber and craft all the way to gun fiber. Scrapping gas might be easier than crafting conveyance fiber. Now we have steadied the ship and turned the page. Go Forth and Build, Craft, Defend, and Accumulate. PS: You know what? I think I hear the winds of change blowing as we speak. A new Idea is beckoning to be released from its shell of a prison. Forget what you thought about skill points and schematics being hard fought and earned prizes. Think about Ideas and Knowledge, about Complex Concepts and Concrete Procedures. What is an Idea if not a strand of electricity traveling from one axon to another. What is a Concept if not the twisting of the multiple ideas into an orderly fashion. A twisting of strands...I wonder what else do we know that is a set of strands twisted together in an orderly fashion?...
  23. Hi everyone! I've been trying to get The Wasteland mod working on the Deck, I've installed all the correct dependencies and put the mods locally in the game files, which it detects in the mod launcher. When I launch the game, the mods appear to be working but upon loading a new world, or loading a world, the game ends up using at least 11GB of RAM, and I think it might be preventing the game to load. It then crashes upon loading the world in for the first few seconds. The base vanilla version of the game runs fine and doesn't do this. Though the high RAM usage is still there. I tried the same mod on my older Windows laptop, and it loads into a world fine with a lot less RAM usage. Just kind of wondering where to go from here if possible? Thanks for reading :)
  24. Welcome to Joke Mod! THIS IS STILL A WORK IN PROGRESS!! Version 2 This mod is about 85% a joke, 10% serious, 5% butterscotch ripple. It has been an idea for years and is finally a realization. It literally started as a joke and grew from there. The mod has been made so that players can have a serious playthrough and not just log in for 5 minutes, have some laughs, and never play it again. Although some people might still do that. Rude! This mod was thought up/created by RizzoMF and Zilox with consultation from Khaine and killerbunny264. Thanks also to our testers RedDaBoo, Dobbers, Jbirdgaming_, hijarl, darkness_from_above, Ecktos, peachykeen80, and Yubinashi . Also, a big thank you to my community for the ideas and support! Community members from whom ideas were stolen, er used: turbodiarrhea_, killerbunny264, Hehahigh, drbananastbagsyou, Hijarl, CloudZayne, xpenguin84x, Dobbers, and anyone else we may have missed. Follow us on Twitter at: https://twitter.com/joke_mod Join the Discord: Joke Mod Discord How to download: (Make sure EAC is OFF!) - Mod Launcher - Direct Download Want to run a server with the mod? Just yeet the same files into the mods folder on your server. Need to rent a server? Check out G Portal! I have used them for a few years now and love their servers and prices! Use this link and get 5% off: g-portal.us/?ref=RizzoMF Now bear in mind this is a new mod and while we try to test everything, there may be bugs/balance issues. Please report any bugs on the appropriate Discord channel. Also, use modlets with Joke Mod at your own risk! We cannot ensure compatibility. Features Short List: Added: Zombies, animals, guns, melee weapons, food/drinks, medical items, quests, work stations, clothing, armor, junk, magazines All item recipes removed from the skill tree. Recipes can only be learned from schematics New skill tree section: Joker Removed trader protection & set open times to almost always open Removed: weapon/tool parts All night horde nights Modlets Included: - No Zombie Rage (by Mythix) - Vehicle Sound Fix (by Khaine) - Vehicle Damage Patch (by Khaine) - 12 Slot Toolbelt (by Khaine) - Disable Trader Protection (by Khaine) - Custom Particle Loader (by closer_ex) - Full Auto Launcher (by closer_ex) - Schematic List Tracker (by Robear & Adredan Gaming) Features Almost Everything List: (For the complete list of Version 2 features, go here: Contains Spoilers! Zombies: Mega Karen, Annoying Kid, Jasper the Friendly Zombie, Super Steve, Skeleton, Clown, G.I. Joel Animals: Pig, Cow, Bull, Baby Bear, Scorpions, Goose, Snail, Shark, Crocodile, Rage @%$#, Giant Murder Chickens, House Cat, Flappy Bird, & a special extinct surprise Quests: - Custom yellow challenge notes - Trader quests with different objectives - High tier trader quests - Night time buried quests Food: - New food and drinks - Hurray! You can farm the land once again! Garden hoe added back in and you can hoe the ground - Canned food has dysentery again, aww crap. - Actually, all food has various levels of dysentery. You aren't a master chef after all. Medical: - Infection has been replaced with Stink. You ALWAYS have a stink and you must keep it under control with various items. - New candies with various effects Quests: - Starter quest shortened - New trader quest with a great end reward - Added Buried Treasure 4-6 tier Weapons: - Melee - clubs, blades, spears - Guns - 11 ballistic, 1 explosive, 3 laser, and a few special guns - Custom landmines Tools: - New tiers - plant fiber, plastic, and cutlery tools - Power tool mods to make them melee weapons Clothing/Armor - Eyewear with various effects - Armor mods - New tiers - paper, gore, bomb squad Everything Else: - Removed zombie rage mechanic - Lockable inventory slots - New resource - Gore - Lot's of pointless items - Custom paintings - Some containers destroy on close - Additional water sources - if it looks like one, it probably is! - Advanced work stations - Removed weapon/tool parts from loot/recipes - Removed learned recipes from the skill tree - ALL recipes/schematics must be found in the world - Mod slots - 1 per item quality - Custom perk tree - Custom magazines - Bigger backpack - Larger toolbelt (Khaines modlet) - Trader protection off - Open almost 24/7 - Custom vehicles - World decor - Custom POI - Workstations can be picked up and repaired - POI lights can be turned on and off - Player Level, Lootstage, and Deaths on UI In conclusion, thank you to everyone who at least tries this mod. It won't be for everyone but we still appreciate the time taken to try it! Want a breakdown of what Joke Mod is all about? Watch this video!
  25. WIP A20.6 TRUE SURVIVAL Click Here To Support True Survival Mod Description in the process of being updated. What is here is accurate** Mod is available in SP/Coop and Server play . It is not finished and is still in active development and open to suggestions, feed back and bug reports. At this time no assets may be used for redistribution. Mod Discord - True Survival Mod Discord Manual Install - True Survival A20 Manual Installation Test Server - IP - Port. - 28716 PW - In DL ReadME Also available on the Mod Launcher This mod was designed to walk the line between realism and fun engaging gameplay. Where realism became grindy or not fun I tried to aim for engaging gameplay mechanics with a focus on risk and reward and a strong sense of consequences. Death in this mod should not be viewed as dyeing and respawning but as if you got beaten to near death and stumbled home and passed out till you wake up(respawn). In this mod death occurs when your player can not respawn anymore. Choosing Your Character - Upon starting, players will have Knowledge Points available to purchase up to 3 Traits, a Hobby and a Profession. These choices will determine the players starting stats, items and recipes. Players are able to learn all Professions over time by collecting 20 Profession Pages and crafting another Professions Kit. Traits do not stack. The following are the Players Starting Choices. Professions All can be learned by collecting loot items during game, do not stack Cop Unique Recipes - Gun Oil Starting Recipes – Pistol, Stun Baton, Weapon Repair Kit Starting Bonus Stats – Handgun Specialization 10% Faster Reload, better Aim & Handling w/Handguns Starting Bonus Gear- Old Revolver 6q; 9mm Rounds x20 Chef Starting Recipes – All Food Recipes Starting Bonus Stats – +20% Faster Food Cooking speed Starting Bonus Gear – old Knife 6q Fireman Starting Recipes – Plant Salve, Molotov Cocktail Starting Bonus Stats – 20% More Block Damage with Axes Starting Bonus Gear- Fire Axe 3q, Full Fireman's Almanac Book Set Burglar Starting Recipes – Lock Pick Starting Bonus Stats –3 Block Treasure Radius; 20% Faster Loot timers Starting Bonus Gear- Old Knife 6q; Lock Pick x 20, Full Great Heist Book Set Park Ranger Starting Recipes – Herbal Antibiotics, Stone Spear, Iron Spear, Steel Spear Starting Bonus Stats –Rifle Specialist 10% Faster Reload, better Aim & Handling w/Rifles; 20% Faster Primitive Crafting Starting Bonus Gear- Old Rifle 6q; 762mm Round x 20 Bouncer Starting Recipes – Steel Knuckles, Brass Knuckles, Beer, Mead Starting Bonus Stats –10% Less Stamina when Brawling Starting Bonus Gear- Brass Knuckles 3q, Full Bar Brawling Book Set Carpenter Starting Recipes - All Wood Doors Starting Bonus Stats –The ability to use the Claw Hammer as a weapon; 20% Faster Crafting on the Workbench; Mastered Wood Building Skill Starting Bonus Gear- Claw Hammer 3q, Nail x50 Soldier Unique Recipes - Grubs Starting Recipes – Weapon Repair Kit, Pipe Machine Gun, AK47, Pipe Bomb, Cooking Pot Mine Starting Bonus Stats – Machine Gun Specialization 10% Faster Reloading and 10% better Aim with all Machine Guns. Can not get sick from eating Grubs Starting Bonus Gear- Old Rifle 6q; 762mm Round x20 Fitness Instructor Starting Recipes – Goldenrod Tea, Red Tea, Mega Crush, Vitamins Starting Bonus Stats – 5% Less Stamina from Running; 10% Faster Run Speed; 10% Faster Walk Speed Starting Bonus Gear- Bat 3q Electrician Unique Recipes - Electrical Parts Starting Recipes – Generator Bank, Pressure Plate, Battery Bank, Player Powered Lights, Timer Relay, Wire Relay, Motion Sensor, Speaker, Switch, Electric Fencepost, Spotlight, Stun Baton Starting Bonus Stats –20% Faster Electrical Crafting Starting Bonus Gear- Screwdriver 3q Mason Starting Bonus Stats – The ability to use the Mason Hammer as a weapon; 20% Faster Mason Crafting; Mastered Cobblestone Building Skill Starting Bonus Gear- Mason Hammer 3q Iron Worker Starting Recipes – All Iron Doors Starting Bonus Stats – The ability to use the Wrench as a weapon; 20% Faster Crafting on the Forge; Mastered Iron Building Skill Starting Bonus Gear – Wrench 3q Mechanic Unique Recipes - Mechanical Parts Starting Recipes – Small Engine, Large Engine, Auger, Chainsaw, All Vehicles Starting Bonus Stats – Sledge Specialist 10% More entity damage & more attacks per min w/Sledges; 20% Faster Vehicle Crafting Starting Bonus Gear- Impact Driver 300q Doctor Unique Recipes - Painkillers, Steroids, Stimulants Starting Recipes – Plant Salve, Antibiotics, Cast Starting Bonus Stats – Treated injuries heal 20% Faster; 20% Faster Medical Crafting Starting Bonus Gear- First Aid Kit(5), Stimulant(5), Steroids(5) Chemist Unique Recipes - Stimulant, Gas Bundle, GunPowder Bundle, Nitroglycerin Starting Recipes – Mega Crush, Black Strap Coffee, Purification Tablets, Glue, Oil, Gas, GunPowder Starting Bonus Stats – 20% Faster Chemical Crafting Starting Bonus Gear – Stimulant x10 Farmer Unique Recipes - Insecticide Starting Recipes – All Crop Seed Recipes, Watering Can, Fertilizer, Farm Plot Starting Bonus Stats – 20% Faster Seed Crafting, X2 Harvesting crops Concrete Mason Starting Bonus Stats – The ability to use the Concrete Sledge as a weapon \ 20% Faster Crafting on the Cement Mixer \ Mastered Concrete Building Skill Starting Bonus Gear – Concrete Sledge 3q Hobbies Only purchasable at start of the game Hunting Can track Deer and Pigs when crouched if they are near. Shotgun Specialization -10% Faster Reloading and 10% better Aim with all shotguns. Cooking Starting Recipes – All Crop Seed Recipes, Corn Bread, Meat Stew, Bacon and Eggs, Vegetable Stew, Carrot Cake, Bread, Kabob, Chili Dog Racing All Vehicles top speeds increased 10% Sewing Starting Recipes – All Crop Seed Recipes Denim Pants, Overalls, Skirt, Tank Top, T Shirt, Denim Shorts, Leather Duster, Puffer Coat, Storage Pocket Building Starting Recipes – All Building Block Shapes Crossfit Starting Bonus Stats – 10% Faster Stamina Regan / 10% more Max Stamina Electronics Starting Recipes – All Crop Seed Recipes Battery Bank, Speaker, Electric Fencepost, Spotlight, Ceiling Light Medic Starting Bonus Stats – Tending wounds heal 10% faster Sports Starting Bonus Stats – 10% Blunt Damage / 10% Faster Gearhead Starting Recipes – All Crop Seed Recipes Bicycle, Small Engine, Minibike, Motorcycle Gardening Starting Recipes – All Crop Seed Recipes Insecticide, Potato Seed, Corn Seed, Goldenrod Seed, Chrysanthemum Seed, Pumpkin Seed, Egg Plant Seed, Carrot Seed Starting Bonus Stats – +1 to Harvested Crops Archery Starting Bonus Stats – Bow Specialization 10% Faster Reloading and 10% better Aim, 10% Farther Range, 10% Faster Drawing with all Bows Traits Only purchasable at start of the game, do not stack Homebody Trait Effect = When Indoors you receive 10% Less Stamina to Melee / 10% Faster reloading / 10% Better Weapon Handling. When out doors it is reversed Outdoorsy Trait Effect = When Outdoors you receive 10% Less Stamina to Melee / 10% Faster reloading / 10% Better Weapon Handling. When indoors it is reversed Strong Trait Effect = When Encumbered -10% More effect / -5% Less Stamina on Melee / +10% Faster Metabolism Weak Trait Effect = When Encumbered +10% More effect / +5% More Stamina on Melee / -10% Slower Metabolism Skinny Trait Effect = 10 Degrees Colder / 10% Slower Metabolism Fat Trait Effect = 10 Degrees Hotter/ 10% Faster Metabolism Sickly Trait Effect = 10% more chance of Illness / 10% Quicker to Heal Healthy Trait Effect = 10% Less chance of Illness / 10% Longer to Heal Lazy Trait Effect = 20% Faster HP Recovery when Sleeping / 20% Slower Fatigue Recovery when Resting or Sleeping Restless Trait Effect = 20% Slower HP Recovery when Sleeping / 20% Faster Fatigue Recovery when Resting or Sleeping Early Bird Trait Effect = When Daytime you receive 10% Less Stamina to Melee / 10% Faster reloading / 10% Better Weapon Handling. When Nighttime it is reversed Night Owl Trait Effect = When Nighttime you receive 10% Less Stamina to Melee / 10% Faster reloading / 10% Better Weapon Handling. When Daytime it is reversed Fast Trait Effect = 10% Faster / 10% More Noise Slow Trait Effect = 10% Slower/ 10% Less Noise
  • Create New...